Serious games are widely used in the field of youth education. Effective instructional support can be achieved through a well-designed game architecture. This study employs the hierarchical analysis method to design the knowledge architecture of a serious game based on “The Nine Chapters” through the DIKW (Data, Information, Knowledge, and Wisdom) hierarchy. The design method and development strategy of a serious game based on the DIKW hierarchy are proposed after conducting research and analysis on the knowledge points of “The Nine Chapters”, as well as analyzing the structural relationship between different knowledge elements and their application scenarios. Through the transformation among the data, information, knowledge, and wisdom layers, the system promotes users’ effective learning of knowledge elements and provides new ideas for the organizational architecture of knowledge elements in serious games.

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Counting Trip-A Serious Game for Youth Mathematics Education Based on the DIKW Hierarchy

  • Xiru Wang,
  • Zhe Yuan,
  • Ling Zou

摘要

Serious games are widely used in the field of youth education. Effective instructional support can be achieved through a well-designed game architecture. This study employs the hierarchical analysis method to design the knowledge architecture of a serious game based on “The Nine Chapters” through the DIKW (Data, Information, Knowledge, and Wisdom) hierarchy. The design method and development strategy of a serious game based on the DIKW hierarchy are proposed after conducting research and analysis on the knowledge points of “The Nine Chapters”, as well as analyzing the structural relationship between different knowledge elements and their application scenarios. Through the transformation among the data, information, knowledge, and wisdom layers, the system promotes users’ effective learning of knowledge elements and provides new ideas for the organizational architecture of knowledge elements in serious games.